Mesa (master): zink: move tess/geom shader info to vs shader key
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Fri Jan 29 15:46:06 UTC 2021
Module: Mesa
Branch: master
Commit: 26b009b054bdd66b831a5df05c102ade7e36594c
URL: http://cgit.freedesktop.org/mesa/mesa/commit/?id=26b009b054bdd66b831a5df05c102ade7e36594c
Author: Mike Blumenkrantz <michael.blumenkrantz at gmail.com>
Date: Sat Jan 23 10:42:48 2021 -0500
zink: move tess/geom shader info to vs shader key
now that there exists a shader key for vertex stages, we can stop modifying
the zink_shader values and instead use this as a more reliable method of detecting
the state
Reviewed-by: Erik Faye-Lund <erik.faye-lund at collabora.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/8682>
---
src/gallium/drivers/zink/zink_compiler.c | 17 +++--------------
src/gallium/drivers/zink/zink_compiler.h | 2 --
src/gallium/drivers/zink/zink_program.c | 16 +++++++++++++---
src/gallium/drivers/zink/zink_shader_keys.h | 1 +
4 files changed, 17 insertions(+), 19 deletions(-)
diff --git a/src/gallium/drivers/zink/zink_compiler.c b/src/gallium/drivers/zink/zink_compiler.c
index 69d611522eb..df47c6c0742 100644
--- a/src/gallium/drivers/zink/zink_compiler.c
+++ b/src/gallium/drivers/zink/zink_compiler.c
@@ -314,17 +314,6 @@ update_so_info(struct zink_shader *sh,
}
}
-static bool
-last_vertex_stage(struct zink_shader *zs)
-{
- assert(zs->nir->info.stage != MESA_SHADER_FRAGMENT);
- if (zs->has_geometry_shader)
- return zs->nir->info.stage == MESA_SHADER_GEOMETRY;
- if (zs->has_tess_shader)
- return zs->nir->info.stage == MESA_SHADER_TESS_EVAL;
- return true;
-}
-
VkShaderModule
zink_shader_compile(struct zink_screen *screen, struct zink_shader *zs, struct zink_shader_key *key,
unsigned char *shader_slot_map, unsigned char *shader_slots_reserved)
@@ -333,8 +322,8 @@ zink_shader_compile(struct zink_screen *screen, struct zink_shader *zs, struct z
void *streamout = NULL;
nir_shader *nir = zs->nir;
/* TODO: use a separate mem ctx here for ralloc */
- if (zs->nir->info.stage != MESA_SHADER_FRAGMENT) {
- if (last_vertex_stage(zs)) {
+ if (zs->nir->info.stage < MESA_SHADER_FRAGMENT) {
+ if (zink_vs_key(key)->last_vertex_stage) {
if (zs->streamout.so_info_slots)
streamout = &zs->streamout;
@@ -343,7 +332,7 @@ zink_shader_compile(struct zink_screen *screen, struct zink_shader *zs, struct z
NIR_PASS_V(nir, nir_lower_clip_halfz);
}
}
- } else {
+ } else if (zs->nir->info.stage == MESA_SHADER_FRAGMENT) {
if (!zink_fs_key(key)->samples &&
nir->info.outputs_written & BITFIELD64_BIT(FRAG_RESULT_SAMPLE_MASK)) {
nir = nir_shader_clone(NULL, zs->nir);
diff --git a/src/gallium/drivers/zink/zink_compiler.h b/src/gallium/drivers/zink/zink_compiler.h
index 66f02aba476..80629cafbcf 100644
--- a/src/gallium/drivers/zink/zink_compiler.h
+++ b/src/gallium/drivers/zink/zink_compiler.h
@@ -73,8 +73,6 @@ struct zink_shader {
size_t num_bindings;
struct set *programs;
- bool has_tess_shader; // vertex shaders need to know if a tesseval shader exists
- bool has_geometry_shader; // vertex shaders need to know if a geometry shader exists
union {
struct zink_shader *generated; // a generated shader that this shader "owns"
bool is_generated; // if this is a driver-created shader (e.g., tcs)
diff --git a/src/gallium/drivers/zink/zink_program.c b/src/gallium/drivers/zink/zink_program.c
index 85ded82b0f0..57a6ddbba41 100644
--- a/src/gallium/drivers/zink/zink_program.c
+++ b/src/gallium/drivers/zink/zink_program.c
@@ -168,7 +168,6 @@ create_pipeline_layout(VkDevice dev, VkDescriptorSetLayout dsl)
return layout;
}
-
static void
shader_key_vs_gen(struct zink_context *ctx, struct zink_shader *zs,
struct zink_shader *shaders[ZINK_SHADER_COUNT], struct zink_shader_key *key)
@@ -178,6 +177,19 @@ shader_key_vs_gen(struct zink_context *ctx, struct zink_shader *zs,
vs_key->shader_id = zs->shader_id;
vs_key->clip_halfz = ctx->rast_state->base.clip_halfz;
+ switch (zs->nir->info.stage) {
+ case MESA_SHADER_VERTEX:
+ vs_key->last_vertex_stage = !shaders[PIPE_SHADER_TESS_EVAL] && !shaders[PIPE_SHADER_GEOMETRY];
+ break;
+ case MESA_SHADER_TESS_EVAL:
+ vs_key->last_vertex_stage = !shaders[PIPE_SHADER_GEOMETRY];
+ break;
+ case MESA_SHADER_GEOMETRY:
+ vs_key->last_vertex_stage = true;
+ break;
+ default:
+ unreachable("impossible case");
+ }
}
static void
@@ -332,8 +344,6 @@ update_shader_modules(struct zink_context *ctx, struct zink_shader *stages[ZINK_
enum pipe_shader_type type = pipe_shader_type_from_mesa(i);
if (dirty[i]) {
struct zink_shader_module *zm;
- dirty[i]->has_geometry_shader = dirty[MESA_SHADER_GEOMETRY] || stages[PIPE_SHADER_GEOMETRY];
- dirty[i]->has_tess_shader = dirty[MESA_SHADER_TESS_EVAL] || stages[PIPE_SHADER_TESS_EVAL];
zm = get_shader_module_for_stage(ctx, dirty[i], prog);
zink_shader_module_reference(zink_screen(ctx->base.screen), &prog->modules[type], zm);
/* we probably need a new pipeline when we switch shader modules */
diff --git a/src/gallium/drivers/zink/zink_shader_keys.h b/src/gallium/drivers/zink/zink_shader_keys.h
index 873a0e815e7..84bb7a40fd5 100644
--- a/src/gallium/drivers/zink/zink_shader_keys.h
+++ b/src/gallium/drivers/zink/zink_shader_keys.h
@@ -29,6 +29,7 @@
struct zink_vs_key {
unsigned shader_id;
bool clip_halfz;
+ bool last_vertex_stage;
};
struct zink_fs_key {
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